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<title>WebGL attrib location length tests</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="50" height="50">
There is supposed to be an example drawing here, but it's not important.
</canvas>
<div id="description">Verify limits on the lengths of attribute locations per WebGL spec, "Maximum Uniform and Attribute Location Lengths".</div>
<div id="console"></div>
<script id="goodVertexShader" type="x-shader/x-vertex">
// A vertex shader where the needed attrib location is exactly 256 characters.
attribute vec4 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
void main()
{
gl_Position = vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
}
</script>
<script id="badVertexShader" type="x-shader/x-vertex">
// A vertex shader where the needed attrib location is 257 characters.
attribute vec4 vPosition01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567;
void main()
{
gl_Position = vPosition01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script>
"use strict";
description("test attrib location length limit");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
debug("Test attrib location underneath the length limit");
var program = wtu.loadProgramFromScript(gl, "goodVertexShader", "fragmentShader");
shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
var attrib256Name = "vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456";
gl.bindAttribLocation(program, 0, attrib256Name);
wtu.glErrorShouldBe(gl, gl.NONE);
var attribLoc = gl.getAttribLocation(program, attrib256Name);
if (attribLoc == -1) {
testFailed("attrib location was -1, should not be");
} else {
testPassed("attrib location should not be -1");
}
wtu.glErrorShouldBe(gl, gl.NONE);
debug("Test attrib location over the length limit");
var attrib257Name = attrib256Name + "7";
debug("Shader compilation or link should fail");
shouldBe('wtu.loadProgramFromScriptExpectError(gl, "badVertexShader", "fragmentShader")', 'null');
wtu.glErrorShouldBe(gl, gl.NONE);
debug("Attempt to bind too-long attrib location should produce error");
program = gl.createProgram();
gl.bindAttribLocation(program, 0, attrib257Name);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
debug("Attempt to fetch too-long attrib location should produce error");
program = wtu.loadStandardProgram(gl);
shouldBe('gl.getAttribLocation(program, attrib257Name)', '-1');
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>